NEW INFERNO + REWARDS - Varlamore Final Dawn (OSRS)
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- Опубліковано 9 лют 2025
- Inferno Level content update a day after run energy? How does Jagex keep winning like this? There weren't even mentions of stat changes on Mokhaiotl, purely mechanical depth increase infinitely for more loot. Big upgrades for boots, magic capes, and even thralls. To say I'm excited for this update would be a huge understatement.
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The sign is a subtle joke. The shop is called "Sneed's Feed & Seed", where feed and seed both end in the sound "-eed", thus rhyming with the name of the owner, Sneed. The sign says that the shop was "Formerly Chuck's", implying that the two words beginning with "F" and "S" would have ended with "-uck", rhyming with "Chuck". So, when Chuck owned the shop, it would have been called "Chuck's F
@@Sonyaxoxo i love copy pastas
Chuck's Feeduck and Seeduck?
@umm4201 chucks suck n seed
Lmao 😂
Chucks suck and fuck i think
holy shit those boots are massive they fixed the 10 way switches issue finally
Just use Void
@@TheBlueBlur100void falls off end game
Aranea boots exist already
NGL gagex just give us warpriest sets from rs3....
people absolutely do not do boot switches, especially with the wave echo boots
Keep reading these I can't read
@@IvanGarelli 🤨 how'd you type this out
Right memorization
@@Yltimate_nah muscle memory
can you please also add sign language i cant see
Unironically Hedron does know sign language LOL. It could be arranged.
@@Yltimate_ talk to text?
I like the idea of "charging" the book of the dead with the consumables. Then, once its charged, whatever thrall you summon is "overcharged/imbued" and gets an additional damage buff. Example: Melee thrall hits twice. For each attack the book looses a charge or set number of charges are used per summon. Still makes the consumables worth grinding. Doesn't add movement complexity, but it is a damage buff.
No thanks dude. Thralls always do enough damage
I would rather see something that requires player input and decision making instead of just a flat damage buff.
Would be cool mage summon splashes could be one
i feel like a higher level spell that is a style-changing thrall with no 0's and no book of the dead requirement (with this chargeable item being the alternative, ammo slot isn't a huge issue imo like Gnomonkey says it is). thats a significant thrall buff in both QoL (1 less invent slot, no book, more dps on thralls due to no 0's, no head turning mid at olm solo, no fiddling with diff style thralls in 10 diff places)
@@Goofzillers I would rather see gear that you wear that would increase damage almost making it a 4th style. Gear would offset the damage by making it so you have to not wear bandos or ancestral
I'm in favour of extremely difficult new end-game content, as long as it doesn't have useless time-sinks.
Like puzzle rooms in TOA, or 85% of Inferno waves. I think Jagex have heard this though, given the Collosseum addresses this.
Facts I got work and responsibilities I can’t sink 3-4 hours like I used to
Totally agree with you. Colo scratched that inferno-like itch after getting good at it, I can hop into a colo run, go afk inbetween waves if I need to, and if I have a wave 10 or 11 plank it doesn't feel as punishing hopping right back in. Sol is the best boss fight in the game hands down
give us timegated vorago poggers
I attempted toa once, never went back after seeing a puzzle room be4 each boss 😂😂😂 they think i got all day for their shit
@@Himothyturner28 then dont play an MMO lmao. dont make the game cater to your life
Love hearing your take on all these updates!
The shoes should have a special "Holy Molies" Kit which is blorva equivalent in difficulty
it's time for awakened mole jagex
Worth noting is that the Antler Guard only has a 50 prayer requirement, which gives it a considerable niche in pure pvp as a 1 defence "defender" which sacrifices your nonexistent tanking ability for a notable damage and accuracy increase.
My 60 attack pure just came. DDS with infernal, antlers, and ultorn + rancour is going to be INSANE lol.
I just don't understand why they couldn't give it slightly more defensive bonuses considering it's probably going to be worse than an addy defender str bonus wise.. the negative bonuses sure it's niche for pures but other weird builds who can't enter the warriors guild gain nothing from this..
They should give us vardorvis captchas to make our thralls do more damage!
How would that work? Imagine doing kephri and a captcha keeps popping up making you tank bombs lol
@@wrenandrews3782skill issue
I unironically love the vardorvis captcha phase.
She gno on my mon until I key
No
@@ScrythMMonkey
“She gno better, she gno better”
The Antler Guard provides a +4 prayer boost in addition to the attack/str bonuses so it will likely replace my offhand on any slayer task where I use overheads on my Ironman.
what's jagex's fascination with demonbane all of a sudden geez
Raids 4 perhaps will be demon themed?
There's lots of demons man
@@monkeydlukey5203same thoughts. Delve boss, demon. Looks like raid 4 will be demon themed as well.
@@monkeydlukey5203that actually sounds sick!
@@monkeydlukey5203jagex needs to add some upgrades to justiciar & other defensive gear via the new raids the combat triangle is unbalanced atm.
Needing to waste 2 inventory/equipment slots just to use giga thralls sounds awful. It already essentially requires a rune pouch, as well as book of the dead to summon. Adding another item sounds like a bad way to do it
19:25 I like the idea of range thrall having burn damage, mage could freeze enemies, and warrior could maybe have an AOE effect. So mage is best for sustain, range for single target dps, and melee for multi target dps 🎉
The thrall charge things remind me of RS3 scrolls used in summoning, you could enchant your helmet to hold scrolls and that freed up your inventory slot, sort of similar.
If they want to implement some movement into Thralls, they could work on something like bleed from RS3. Maybe there's a X% chance of your thrall causing a bleed effect for X amount of time. If you make the tagret move when bleeding, it doubles the damage. Still a small increase on stationary targets like Olm, Maiden etc. While being a bit better DPS increase on opponents you can force to move.
Maybe something like the no zero feature combined with the thrall being an "omni" thrall. Typeless damage potentially, giving it a more versatile boost? Always felt like there needed to be a "final" upgrade for the thralls to make them into a hybrid or omni thrall.
Just found you and I love how in depth you go into this. Most people just read it and say "this is good or bad" with no reason why. You did a good job at explaining why, with examples. I loved that. Got a sub out of me. Lol
Thanks for thoughts on the blog post, I’m mid game and I feel like i understand a lot of mechanics but it’s always refreshing to hear other opinions on it
I think the thrall upgrade should definitely be done with charging the book of the dead. As for the enhanced effect, it seems like they want to do it in a way where skill is rewarded rather than a flat upgrade to dps. So to keep in line with it, maybe it should be something along the lines of a random timing indicator for u to resummon the thrall to deal 2x damage for the next 15/30s.
This way, it rewards gameplay with more dps upon hitting the right timing while also punishing players (with loss prayer + used consumables) when failing to do the mechanic. However, I can see issues with this idea clashing with thrall summon cooldown but maybe they can come up with something more unique and better to suit skill expression.
As a UIM as long as the avernic treads are storable in the d-boot/prims heroes guild stash im happy
They could use those thrall upgrade shards as a way to upgrade the cape like the quiver. Could have 3 magic damage base and could upgrade to 4 damage and maybe have it give a boost to demon bane spells. Could infinitely scale those and the other uniques so they become more common and give more, but all the other commons don’t scale. I like this update a lot overall tho and doesn’t need too many changes. But the cape in its current state is a little underwhelming compared to infernal cape and quiver
man i wish we just got inferno for mage/range and didn't feel a weird need to imbue the drops from these places to make them full stats so that mains could farm a new best gp/hr method.
Not every piece of content needs to have farmable consumables. Chargescape is cringe. You don't have to charge or imbue your infernal cape, do you?
@@haxalicious that’s the thing though, the inferno doesn’t drop anything but the cape and doesn’t cost anything to die to other than supplies. It also has 4 more strength bonus than a fire cape while this new cape only gives 1 more mage str and -2 prayer. This content is much different than the inferno in the fact that it feels specifically designed to be one of the best end game money makers so having some sort of charge could help that profit quite a bit without needing to buff commons. Also could give them a reason to buff the mage cape a little because it is a very small upgrade except on the shadow in places like toa.
Gnomonkey understands OSRS more than I understand my own life...
For the thralls problem I'd suggest that the returning for damage can be done after the thrall returns to you, then it automatically fires out (always direct north) then returns to a square around your placement on return. Only doing damage when firing out and maby making it deal damage as an aoe on a 2x2
Melee thrall has a maul slam, range like a chin explode and mage like a barrage? I'd like a reply in case this is seen as a good solution and you can put it out there, I don't play anynore 😅
All of these sound fantastic without being game changing. Most people don’t even bother switching prims for many raids or if you do you’ve already mastered the content. It will be nice to not be missing out on any stats not bringing a boot swap which usually isn’t worth it
Please keep doing these style of videos. You cover and explain stuff the best. I liked the book of the dead being given the consumable rather than it taken up an ammo slot. Also just give the thralls each a special ability instead of the boomerang thing.
Tradeable end game loot + fighting service discords sends a nice message, as long as they've got their bot detection or ban waves consistent I think these will be in a good place economy wise with end game players grinding them out for everyone
For the thralls, just add a separate spell in the arceuus spellbook “encite” that is only possible to use when a thrall is up. 30 second cooldown. Cost for the spell is a charge of the consumable from mokha. Less clunky with longer thrall lengths keeping achievement diaries rewarding, adds apm, leaves option for different thralls having different effects when the spell is cast.
Imo the effect should happen at set time intervals, but NOT including the time of death, to make re-summoning thralls more smooth (and also to solve that CA problem). A flexible set effect could be for the thrall to shoot a projectile in both directions along the line that the thrall makes with your character, which hits everything besides you in its path.
Feel like if the thrall upgrade would be different on all three thralls (hard to balance probably) it would be a lot more interesting and introduce more variety to different bosses.
Maybe something like:
Melee: Chance for a double attack
Ranged: Chance for a reduced damage (10%) bolt proq based on the bolts you've got in your ammo slot (Upgrade would need to not be in ammo slot)
Mage: Chance to cast Curse spells (Vulnerability/Enfeeble/Stun) on the target monster
Might overcomplicate thralls, but would be interesting I think!
I don’t mean to imply that you’re usually salty or anything, but I like the tone you’re analyzing and providing feedback with in this video. Thanks for the read through
For thralls, you could give thralls summoned using the new consumable a left-click Supercharge option (on the actual thrall NPC) that removes 0-damage hits for a period of time (15-30 seconds?). This still increases APM and requires you pay more attention to positioning for maximum DPS, but it works on every boss and is less RNG-dependant as you only need to be concerned about being near your thrall rather than keeping the boss between you and your thrall.
Definitely agree the consumable should be used to charge the Book of the Dead over an ammo slot equip. My idea would be the thrall no longer hits 0's and thrall has a 9x9 soul-split aura, where if inside the Thrall's aura, anytime thrall does damage it heals you for 1 hp. More manageable APM that would provide small sustain, specially in scenarios where you typically take unavoidable chip damage and at the very least get a marginal dps increase if being close to your thrall isn't feasible.
For the thralls: When item is consumed - The longer the thrall is summoned the more damage it does. Upon expiration the thrall dashes towards boss/monster and does explosive damage also based on the length it was summoned which doesn't null combat achievements.
With the thrall make it something like 30s into the duration of the thrall, it marks a tile near you or it and if you stand on that tile it allows you to resummon a thrall for no cost (this also gives the buff item a value outside of how common they are) and makes it hit for 1-3 for the duration instead of 0-3. That way if you engage with the mechanic you permanently get a buffed thrall for all but 30s of the fight.
First off, I've been enjoying hearing your perspective on these updates, I'd be happy to see more of this kind of content. On to the main topic...
I like the use of the thrall upgrade as something that's more niche. I do think it could still have an additional effect considering how many bosses are basically on walls and can't get between the thrall, but that could be addressed by having the spirit sort of explode through to the other side of you, like how the axe in Curse of Arrav comes back through you to hit Arrav himself.
That said, the more important thing to me is that it specifically ISN'T a direct upgrade for all situations. We don't need to have every new item be an all-around direct upgrade, that's how we end up with boring stat sticks rather than more interesting gear that isn't just always useful everywhere, like how we got the Shadow over the Heka (though the Heka would've needed more time to ease up a little on its complexities).
If we have the first version of an item we equip to boost our thralls be something that fires a blast back to us, that unlocks the space for upgrades that let it maybe have small bursts around itself, or a buff to zombie thralls that lets it leave damaging areas behind for enemies that move around. Those sorts of options make thralls a much more interesting part of PvM rather than "click the right style of thrall and ignore until it runs out" like we would continue to have with an all-around upgrade.
I find OSRS PvM gear planning to be more interesting when you actually have use for several different items rather than just "OK, this is the BiS gear you have everywhere" like other MMOs do. Given how prevalent thralls are in PvM, this is a chance to unlock further depth in optimizing our fights. We already have the avernic treads and the eldritch veil as generally direct upgrades, we can afford to get experimental if it means we can find new sources of depth.
Love these type of commentaries from you
Thrall upgrade: Summoned thrall will deal typeless damage. Tier 1 thralls: deals 1 damage, 4 tick rate. Tier 2 thralls: deals 1-2 damage (66% chance for 1, 33% chance for 2), 4 tick rate. Tier 3 thralls: deals 1-2 damage (33% chance for 1, 66% chance for 2), 4 tick rate. Make the consumable something to fuse with cosmic runes, similar to the sunfire runes.
It’s okay (maybe even balanced) for a consumable thrall upgrade to not be useful everywhere. My bigger problem with the return damage mechanic is it’ll be annoying as fk for people to be running around all over the place in raids. Just imagine xarpus, sotetseg, verzik, wardens with everyone switching sides at different times.
My first idea for a replacement is: while you have a thrall summoned, every 30 seconds they leave behind a mote on the ground. If you step on the mote, the thrall gains a max hit for 35 seconds. This would still add APM & strategy to some bosses without needing everyone to run across the room.
Also I just wanna point out a hilarious problem the thrall burst damage on expiring introduces to boss speedrun records: now before every attempt you'll have to summon a thrall and wait until it's about to expire before starting the boss for the extra damage.
For thralls what if it was an AoE explosion like 3x3 around your player model instead? This would still allow it to work with all styles and then it can hit bosses like Duke and Olm. Also a potential APM thing they can do is make it cause more damage the further the "boomerang" travels so the more tiles between you and thrall is more dps.
Would be awful to position the thrall or require you to hug a boss, which in most cases you aren't in melee range of a dangerous boss.
@@GnomonkeyRS Maybe have the thrall dash to its current target every 30 seconds, then explode?
@@wierdoskill THIS
@@GnomonkeyRS I'm genuinely curious because I don't do a ton a high level PvM, but which content requires you to be far from the boss? I guess I should have said a 5x5 because I'm imagining just leaving a single tile in between you and the monster/ boss.
@@GnomonkeyRS similar to when you spawn a thrall it locks onto the target you aim, making a 3x3 radius should be enough distance to get ot it but may take some engeneering to make thralls be able to move through objects or gaps, like inferno ditch so the damage can be applied
I think if they made the thrall increase a chargeable page drop similar to the tomes, that would probably make sense. One that's tradeable, but gatekeep it behind a certain wave level or kill count so that players still have to physically do the boss to reap the rewards. The pullback mechanic, maybe similar to you said a prayer refund on mechanic x, something that's player controlled that if mechanic x is achieved, half of the spawn cost in prayer is returned or a free summon?
Maybe something to do with distance from boss that the thrall is placed can have attack speed or damage buffs dependant of said distance, adds risk going in close to zebak, muta etc
Thrall upgrade idea that increases damage/apm could be something as simple as ever 30ish seconds it charges up an attack that does more damage. During the few ticks its charging you can click on the thrall to boost the damage further (maybe throw the new charge item at it). The closer to the end of the charge you click the more it boosts. Clicking the thrall does not interrupt your attack speed on what you are killing.
Thrall suggestion: On a 30 second interval and upon expiring your thrall marks a tile near you. If you are standing on the tile after a fixed period of time, you and your thrall deal 1-3 damage to all targets within 1 tile of themselves. If you and your thrall overlap a target, it takes the higher of the two damage rolls, not both instances.
Maintains some additional APM and maintains some of the positioning requirements but in a way where they it will likely be able to effective in most circumstances. There will be situations where you won't be able to stand in the tile, but there's just no way to make a positioning-based mechanic where that's not going to be the case.
Should be able to place a thrall on a specific tile, then either every ~30sec the thrall pulses for damage on the surrounding tiles or if the thrall expires or is resummoned it does damage on the surrounding tiles based on how long it was out, that would mean if your thrall was out longer it could be effectively exploded as a finisher or just for higher damage on a longer fight. if you get to select the tile and it does damage around the tile it could be usable in a majority of fights, the variable with either timed pulses or resummon would add a way to explode damage in an area, it would require skill to time correctly to handle mobs at certain points that are summoned or all sorts of things.
Honestly I was happy they made the cape tradeable because it makes it easier for mains to get that upgrade and means pkers are more willing to use them in the wilderness which helps drain them from the game.
Let the divine rune pouch attach to the new cape. Not that anybody needs the inventory slot. It would just look cool. I like the quiver max being the cape and quiver visually.
I just posted a comment saying the same, it'd make a lot of sense that it stores the rune pouch. They 100% should add something else instead of just stat increase (ignoring the prayer decrease lol)
I think it's interesting that you still need the imbued god capes in order to create the new BIS mage cape. I know a big issue within the player base is important items coming from the wilderness (think HCIM). They had an opportunity to make this cape separate from the imbued capes to give HCIM another option than going out into deep wildy where we all know has lots of issues lol.
And to add, I'm not a HCIM nor have a HCIM account, just think it's an interesting decision.
It's not really any different than a Dragon defender which is untradable to an Avernic which is the best offhand.
Add the thrall ammo to book of the dead.
Buff the effect for each style of thrall differently.
Melee - causes explosion around it for some damage
Range - shoots a stronger projectile every few hits
Mage - rush back to you and causes burn to all targets on the way
Seeing monkey happy for an update makes me happy 🎉
thanks for covering the post!
my rough thrall idea is you unlock a couple new thrall spells. those spells have the rune cost adjusted so they include the new consumable (in the inventory instead of book of the dead). these thralls will always be summoned on the exact tile you are standing on and will not move.
one of these thralls attacks purely as a small aoe around him.
the other one you can summon always looks at you and always attacks toward the tile you are standing (anything hit in between will be damaged as the projectile passes through)
these 2 thralls have a slight damage increase from regular thralls
(none of them have any effects when their timer runs out)
I don't think we need to nerf the shadow, but just like how they added the bofa to bridge the gap between the acb and the tbow, we need a new 200-400m magic weapon that bridges the gap between the sang and shadow because the harmonized nightmare staff doesn't really fill that role.
Problem is shadow gets a far bigger increase to its damage anytime a piece of mage gear is buffed, compared to all other other mage weapons. The way it's designed just makes it very problematic to balance
I frankly think shadow should've never been added. It wasn't what we voted for in the poll, but at this point, nerf it and buff other mage gear to compensate. Maybe make it not multiply mage damage but have much higher base to begin with? Or 2x instead of 3x
Shadow from a design standpoint is just going to be horrible to balance. I don't think it's passive was the one that osrs needed. You can have high hitting megarares that aren't so massively inflated by small changes in your other gear
It's not really the power gap that's an issue. It's that if they want to give weaker mage setups some buffs, they literality can't because it'll make shadow scale x3 as hard which is unnecessary power creep. A pretty easy solution is to remove it's magic damage multiplier and boost the base damage of the spell so it ends up being roughly the same. You will still need to use magic armor for the damage and accuracy it provides, but now mage gear can be much stronger without causing a x3 effect on shadows dps.
@@MyNameIsSalo exactly, they need to make flat increase to shadow's damage instead of scaling with % magic damage, otherwise the gap between shadow and anything else will only increase, preventing any upgrades to magic gear before that, which truly sucks
Nice to see you excited about updates, very healthy, very handsome.
Mage off-hand is a great way to buff non-shadow weapons. The best we have is Elidinis' Ward with +5% magic damage that requires a super-rare item from Corp and a drop from ToA that's literally at alch value. Elidinis' ward needs to be changed, in most use cases, it's actually worse than Mage Book.
Also, they could just make it so the +% magic damage affects one-handed staves and two-handed staves different. E.g. +10% for one-handed, + 4% for two-handed.
Thrall Upgrade, set duration after summoning it sends an orb back at you, with some variance. Blocking the orb summons a pool, 3x3 or so. Standing in the pool and attacking with the same style causes the thrall to do an additional attack whenever you do. Doesn't interrupt the thralls normal attacks. Perhaps with CAs the pool just last longer? Perhaps you could also just change it to where you can attack the thrall to make it shoot the orb back at you, giving you the control of when and give it an ICD so with CA's you dont lose uses.
Thrall shouts at what piece of gear/weapon to imbue, at random.
Click that piece of gear like sol fight and it gets some str or accuracy buff for a certain number of ticks? Clicking the gear/weapon consumes a charge from wherever they decide the consumables go.
These new boots are gunna be so good for our 500s man!
love the idea of the new boots. it makes end game pvm for someone like me, who really only does the easy bosses like muspah. some of the dt2 bosses etc. a little more help not having to worry about another switch. its easy to get caught up in trying to get the absolute best gear in new encounters. but with boots thats good in everything i can compromise over absolute best dps option.
they are also best damage so
Instead of it shooting a line from the thrall placement, to your character. Just allow it to proc it's bonus damage and have it ricochet from the thrall, to the npc you last attacked (Or npcs you've attacked within the last X ticks), back to the player.
In my opinion, this is the only way the thralls can work in the current state of the reward blog.
It could also have some cool interaction with thralling and venator bowing, could bring a bit more spice to the game.
Their point on people enjoying the cursed of arrav axe interaction only works because you have full control of it.
They could make the thrall buff passive extra damage on their hits that is only available when your current prayer is above a certain %. Just to throw out a random, non-calculated example, say you get 1 extra damage per thrall hit if you keep your prayer above 50%. This would allow it to be used practically anywhere as far as I know (since you use prayer everywhere just about), and still add an extra layer of mechanics where you actually have to pay attention to what amount your prayer is at rather than just "is it on or not", similar to HP for certain mechanics of bosses. It also wouldn't be affected by higher prayer levels (since it's a percent) so everyone gets a benefit, and wouldn't be affected by the duration of the thrall. Lastly, and most importantly in my opinion, it wouldn't be overly annoying to do since all you would have to do is drink a prayer potion, which has no delay and consequently wouldn't impact normal combat.
sounds like they wanna offer thrall buff at the cost of apm, obv straight up dmg buff without doing anything extra is boring, perhaps somehow on the 30s cooldown your book of the dead/thrall resummon lights up and you have a pretty small window to click it resulting in a small aoe burst/some kind of more powerful thrall projectile attack or maybe even both (does a small aoe where the thrall currently is at the same time as it firing a stronger attack at whatever youre attacking) so it will clip some stuff with aoes occasionally
The antler guard will be BiS for pures. It only having a 50 prayer requirement is lovely.
I cant wait to see all the videos of top PvMers streaking 🤤
Pause i meant competing for highest streak
@@RaeXO No need to make excuses, we all like some streaking
Have thralls be resummonable, if you re summon one while your current one is active it will run to your current target and explode summoning a new one, draining prayer. Balance it by the timer, The less amount of time on your timer, the more damage it does so you'd want to resummon one say less than ~10 seconds left to get the max effect while casting it with a fresh one does minimal damage.
For the thrall mechanic, every 30 seconds you have to copy it's emote within a certain amount of ticks. Bonus should be damage, but failing to do the emote could give a pentalty, e.g. thrall attacking you 1 time. can't wait to dance with the thralls.
I think you should charge the book of the dead with whatever that item is. Then, summoning a thrall with a charged book causes you to get an "overcharged thrall" with a new ability where, X number of times per life, they just get one big "super attack" with a juiced up max hit, potentially also being guaranteed to hit the max for that single hit too.
That can encourage you to time when you cast your thralls and which npc you're targeting to minmax the benefit in complex pvm situations where there are several npcs to target (imagine switching targets at nylos because you don't want to waste the "big hit" on a small nylo), but in most situations it'll just be a passive damage boost. In addition, it still works with the "interval" concept from before: standard players get 2 of these, masters get 3, and gms get 4. Because each tier gets one "super hit" every 30s, that would mean it doesn't matter what tier you have, everyone would have access to this tech.
It seems like a great compromise: it creates constant demand for the consumables forever, and its effect is really simple while having potential utility for high level sweats to figure out advanced tech to take advantage of it by being clever. (I'm reminded of pulling runes to cast Vile Vigour in solo cox speedies.)
I'd love to have thralls that hit 1-3 damage and auto change attack styles, similar to the guardian from leagues. Could be cool at places like Akkha
Thralls could just do a pulse aoe like a detonation of sorts upon despawning...and obviously it wouldn't be difficult to give the ability to manually spawn on a specific tile...OR...use it on a boss to where it essentially puts the target on follow...with it's destination the SW tile or something.
finally an update that gnomemonkey approves!
for the thrall ending effect thing, what if they gave the thrall an execute below a certain amount of hit points? the higher the combat achievements the higher the hp they execute at, would that be op or shit?
Feel like this is a good opportunity to differentiate the thralls a bit, though it's hard to do that without making them too strong or over-complicated. Something like you need to be close, midrange, or far away from a melee, mage, or ranged thrall to give it a min hit of 1? So you want to be conscious of where you spawn it and where you position yourself.
Yapmonkey strikes back 🔥🔥🔥
I think that the best option is just instead of the thrall returning to you and making damage in the way back, just go directly to the stuff you hitting and explode
Typless thrall that does damage similar to krakens attack that prayer can’t block. With a guaranteed 1 hit every time, with a max of 3 And cost 50% less prayer points to use.
Make it so when you resummon your thrall, your current one flies into the mob you're fighting and explodes for damage. Higher CA, more dmg
Piggy backing off of what you were saying about thralls, instead of never missing, what if it got rid of the hit dice being a proper 1-3 instead of 0-3, giving a boost to dps, but by a less magnitude.
Maybe that even re-introduces the topic of the hit damage no longer including the 0 damage as one of its rolls.
Appreciate your video on explaining the blog post
summoning a thrall starts a no-hit elden ring run that you have to complete to give your thralls 1 max hit for its duration
the thrall wording makes it seems like it works on the inventory as well since it says "store" not "equip"
Thanks, much more informative than king condors video....
that shield is massive....
50 prayer for pures and zerkers to have a dragon def, and an upgraded range slot for both as well.
100% agree with that you said about the thralls
The thralls reads as it goes through you so you choose where it attacks
I would say a fair thrall buff thing could just be that when you have the consumables equipped, in inventory, in book, etc it will let the thrall reroll a 0 damage roll. If it fails, it will still be a zero but if it succeeds it will consume a charge. It’s not super interesting but it wouldn’t be crazy OP or hard to implement either
Maybe having the thrall do a pulse attack every 30 seconds rather than returning to you? Could make it useful at the bigger bosses that you can't get behind
I think with the new thralls they likely need to have some new summoning mechanic? Maybe a manual mage cast onto the boss that requires the consumable like a rune, then that thrall ONLY targets that enemy? The pass-through effect could be supplementary at that point as the targeted enemy would be implied. Just adding on to each thrall has a slightly different effect and thowing some ideas out: possible AOE dmg, smiting effect, stat drains, dare i say recoil effect? Love the ideas with these upgrades I hope they are able to flesh them all out well! Thanks gnome.
Thrall blessing should give thralls the echo effect from Leagues, chance to spit an extra thrall at whatever it's attacking which then has a chance to spit another extra thrall which then has a chance to spit another extra thrall etc.
i say with the thrall thing. always hit 1-3, faster rate of fire by 1 game tick, and the consumable can go in the book of the dead to charge it.
Maybe for flavor text the thrall could be infused with volatile magic that for functionality is a targeting mechanic timed after a set delay that could simply teleport next to what you're attacking and explode? That way it's not spammable, could have multiple charges per summon and maybe it could even be an AOE for multi situations but that might make it a lil crazy imo. Really the whole boomerang concept is crazy but this is the best workable idea I could think of instead of just a boring old flat thrall buff.
I wonder if there is a way of doing something like the col grapple mechanic, but on thralls.
Something like they give a chat notification, they get glow-y (empowered you could say), where you have to click on them to boost their next x hits and it consumes x resources. Something that can potentially be missed, but give it a generous window where if you are doing mechanics, you aren't punished because you got RNG'd
When you spec your thralls next x attacks will receive bonus effects based on type
Thrall needing an APM thing-- I think they could make it so the thrall consumes a charge and glows for some amount of ticks and clicking to summon another thrall summons a stronger thrall with a refreshed timer? Gives you a APM thing of swapping and paying attention and gives a strong benefit
Thrall upgrade could just add a forth variant that uses all three combat styles at a higher requirement level. What I currently like about thralls is they’re a set-and-forget until my plugin yells at me to resummon it.
Maybe even a new set of thralls using a different book where it would use the same spells but each one would have a different effect such as the mage one heals you, ranged one gives you spec % overtime and the melee one acts as your bodyguard to reduce incoming damage.
You could make it so with this upgrade resummoning the thrall at certain time intervals, say it glows for a few seconds or something, instead makes the thrall send a powered up attack. Then just make this work as an alternate botd, so jt just replaces it in your inventory, so if you don't need range or are blowpiping you get a free slot.
Also, this concept in general further weakens non-powered staves. Coutner-intuitive to a lot of their recent updates.
Instead of returning to you the thrall should fly at your target and hit them with an attack that is guaranteed to hit and rolls between 5 and 8. Then based on if you met some condition during the thralls duration you could instead hit 9. That would reward skillful gameplay and I think it would feel good to see a thrall hit an occasional triple hit against a target. The frequency could also scale up with CA completion too rewarding good gameplay. I also like the idea of them just getting rid of 0s but I feel like they are trying to incorporate some type of positional play into this as a balancing mechanic.
(Plus we all know the scrolls that gets rid of the thralls 0 roll and the book of the dead are the Dex and arcane for raids 4 lol)
With the new Tribrid boots, they will release BIS boots for each combat style that would outclass the tribrid boots in their respective combat styles.
One thing that seems a bit disappointing is needing to kill the easier lvls all over again to push enrage, and the fact that based on their wording it sounds like there is going to be a hard cap "You can keep killing the hardest difficulty until you die". I was really hoping for zammy style enrage system from rs3 where it is uncapped and streaking isn't important, as my personal favorite part about enrage bosses on rs3 has always been pushing enrage and ignoring the option to streak entirely unless I needed gp for some reason. Thrall ugprade seems like its a perfect excuse to introduce the pocket slot from rs3 could even be tied to a quest unlock maybe from the new quest from the varlamore series, could also leave room for future bosses dropping upgrades to things like rune pouches making them able to go into that slot etc.
My thought for thrall upgrades, could be restoring special attack energy on successful hits or a chunk after they attack x number of times regardless of if it hits or not (just to remove the rng factor). Another option would be x number of hits makes the next attack always be a max hit +1. Third option is thralls last half the normal duration but gain an increase to accuracy or max hit. Fourth option thralls now cost prayer and hp but gain the +1 max hit or they cant hit a zero. Fifth option thralls now attack one tick slower but have a second hit that is 100% accuracy for 1-2 damage.
Buuuump ya bois algo
Nice vid monki 😊
All you need to do for the thralls is make them auto target the boss and rebound to them and back to you, wherever you are on the tiles. Same thing, guaranteed damage.
Surely the Thrall upgrade can just include it changing styles itself like the ones in Leagues? that way you can spawn any thrall, maybe the spell needs a higher level and rune cost but merging them all into one seems fine now they have the ability too imo.